I agree about Splinter Twin, and it's *even more* awesome than posited above. Even if you *only* have a Galvanizer and put a Twin on it, that still means you have "1: Create another Galvanizer with haste".
You can start doing that on the turn you put the Twin down if you have any excess mana, or if it survives until next turn (turn 4 or 5, depending on stuff like the new Mox), you can do it *probably* at least 5 times, which would leave you with at least 5 untapped and 1 tapped Galvanizer, meaning 5 7/7 creatures ready to attack.
This is all if you only go:
1: Land,
2: Land,
3: Land + Galvanizer,
4: Land + Splinter Twin,
5: Land - attack with 6 untapped 8/8 Galvanizer Twins.
If you also manage to drop one of your many mana myr on turn 2, we're looking at a completely different ballgame - then you have the infinite attackers as soon as you play the Splinter Twin.
The way I see it, the absolute must-have cards in this deck are:
8 color mana myr
4 Palladium Myr
4 Galvanizers
4 Splinter Twins
4 Spell Pierce
4 Mana Leak
I really feel that 8 cheap counterspells are absolutely necessary, and 4 Negate on top of that are definitely on the table for me. We're going to plant an Aura for the win, so we better be prepared for it.
Cards that I want to try are:
Mox (Extra ramp; metalcraft should be an auto-trigger in this deck)
Shared Discovery (As others have suggested; dunno how good it'll actually be.)
Steel Overseer (Pure myr beatdown is absolutely a backup plan)
Something to pour infinite mana into, should that happen
Rite of Replication
Some sort of deck manipulation like Preordain, Ponder, whatever. Any good tutoring suggestions?
Rite can act as extra Splinter Twins, except they don't give haste, so they're a bit weaker there. On the other hand, it's superior to Clone IMO, as getting to kick it is not outside the realm of possibility with all the mana myr and maybe Mox. Kicking it on a Galvanizer or an Overseer is probably GG if you get to your next turn, but I know from my Ally days that a kicked Rite is usually GG anyway. In this deck, it could legitimately be a third wincon, with ramp in the form of Palladium Myr (+ Galvanizer), color myr and Mox.
I'm sensing a lot of synergy in this deck. A lot of cards are aligning to produce 3 different wincons (Splinter Twin on Galvanizer, Kicked Rite and regular Myr Beatdown with Overseer and Galvanizer). Plus, we're on color for cheap counterspells. I'm thinking this can be much more than a fun infinite deck.
If you wanted to do something weird and annoying, play the infinimyr combo, and then use eye of ugin (possibly pulled with an expedition map to grab a titan, and win, though at the poitn where you have the splinter combo, all it gets you is win more stylepoints.
And my favorite wincon at the moment is turn 5-6 kicked RoR on a myrball.
T2: MM
T3: MG
T4:
SWon MG
i. Tap MG for a copy [CopyMG]
ii. Tap MM and CopyMG to untap MM and MG
Repeat i and ii until critical mass of hasty untapped Galvanizers
Just pointing it out since you say you need a little mana and stuff.
It is a known combo.
This deck just provides more of that type of combo.
Some examples:
T2: MM
T3: PM
T4: PM/MM
T5: myrball
T6: kicked RoR on myrball, swing with old myrball and tap 24 myr, win though 24+ damage fireball
T2: MM
T3: PM (I wish there were some shenanigans to get an extra manamyr out here, but the easiest way to do that would require making this URg, which would be a bad idea)
t4: MG, use splinter twin on galvanizer for win
T2: MM
T3: PM
T4: MG, PM
T5: kicked RoR on Myr Galvanizer, swing for win (or get infanite mana and fireball/whatever for win)
In total, there are about 8 ways to win on turn 5-6, and a few to win on 4 with luck. With the addition of a mox opal, this deck gets seriously overpowered, with a few turn 4 wins, and one (of those 1 in a million/billion) turn three wins, but at that point it almost becomes another deck alltogether.
Any deck using cancel doesn't seem strong enough for today's constructed format. It has seen some play as a one of, but it can't get you where other spells and creatures will get you in today's standard.
As I said, there is probably a better counter, and when I could, I would probably switch them out for flashfreeze. But hardcountering anything is a helpful ability, especially for just one mana more than a leak. And it probably won't be as much of a problem in this deck, where 7/13 creatures produce land, as do the planeswalkers. If you can't pull the combo by turn 5, you can basically leave all of your mana untapped, and and use creatures to play spells on your turn.
what do you think of kuldotha forgemaster? with all of those artifacts you can power into a myrball, which will in turn power into more myrball.
Since most of the creatures provide mana anyway, making them provide mana seems unnecessary.
You could probably use it as an alternate mana generation, if you used more normal artifacts with the same basic idea, but that would be an almost different deck.
After thinking about the discussions over the infinite mana combos with palladium and galvanizer, I thought I would think up a deck that worked with them, and I got this:
The deck would basically play with control using spell pierce, mana leak, and cancel, while playing some of the manamyr.
Get an OK board position, and then use you gobs of mana to play a kicked rite of replication or splinter twin with a counterspell open. Using RoR on galvanizer or myrball is basically a next turn win, save your opponent using a DoJ, and a splinter twin on a galvanizer is an instant win with 2-3 mana in the form of manamyr.
Instants all provide countering ability, with galvanic blast providing instant speed creature destruction, or player burn if need be.
Koth can provide extra mana, and can be used as an alternate win con with the mountain pingers.
Sideboarded portal is in case an opponent runs black/red with a large amount of creature hate. Use portal on any of the core pieces of the combo.
Finally, Ugin can be used as a (very expensive) tutor for any of the combo pieces except RoR and Splinter.
So basically, a control deck that wins through infinite aggro or burn damage.
Thoughts, I expect that there are better counters out there, and probably a more versatile replacement for galvanic blast, but this was a fairly quick list, and I didn't feel like looking up all of the soon to be standard legal counterspells.
Why are you powering the myr into eldrazi?
It seems like with the basic deck you have there, you could just steel overseer your myrball, and win that way faster than with a titan.
Also, I would say
-1 skittering dust
+1 eye of ugin
it makes it more likely that you can tutor an emrakul or myrball, and you don't need weenies, you have myrball for that, nor do you need creatures that give mana, you have all the manamyr for that.
Hi, I'm new around here. I've been lurking around without making an account, and have wanted to post something a bunch of times. I finally decided I needed to post, so I made this account, and then got ninja'd (naf'd or something here).
So, I'm saying hi.
A wee bit more about me:
I'm newish (started playing after tenth edition)
I'm mostly casual, with a small amount of T2 (my collection is too small, and I have to little money to do anything remotely competitive)
I'm a johnny
My current decks are:
WURG ally deck (surprisingly good)
bant deck of no real describable type
causal monogreen elf tribal
valakut burn
casual vampire tribal
sliver tribal
maybe another I can't think of
That's all I can think of now, and I won't bore you all any further
If you wanted to do something weird and annoying, play the infinimyr combo, and then use eye of ugin (possibly pulled with an expedition map to grab a titan, and win, though at the poitn where you have the splinter combo, all it gets you is win more stylepoints.
And my favorite wincon at the moment is turn 5-6 kicked RoR on a myrball.
It is a known combo.
This deck just provides more of that type of combo.
Some examples:
T2: MM
T3: PM
T4: PM/MM
T5: myrball
T6: kicked RoR on myrball, swing with old myrball and tap 24 myr, win though 24+ damage fireball
T2: MM
T3: PM (I wish there were some shenanigans to get an extra manamyr out here, but the easiest way to do that would require making this URg, which would be a bad idea)
t4: MG, use splinter twin on galvanizer for win
T2: MM
T3: PM
T4: MG, PM
T5: kicked RoR on Myr Galvanizer, swing for win (or get infanite mana and fireball/whatever for win)
In total, there are about 8 ways to win on turn 5-6, and a few to win on 4 with luck. With the addition of a mox opal, this deck gets seriously overpowered, with a few turn 4 wins, and one (of those 1 in a million/billion) turn three wins, but at that point it almost becomes another deck alltogether.
Just noticed another post:
As I said, there is probably a better counter, and when I could, I would probably switch them out for flashfreeze. But hardcountering anything is a helpful ability, especially for just one mana more than a leak. And it probably won't be as much of a problem in this deck, where 7/13 creatures produce land, as do the planeswalkers. If you can't pull the combo by turn 5, you can basically leave all of your mana untapped, and and use creatures to play spells on your turn.
Since most of the creatures provide mana anyway, making them provide mana seems unnecessary.
You could probably use it as an alternate mana generation, if you used more normal artifacts with the same basic idea, but that would be an almost different deck.
3 myr glvanizer
3 palladium myr
2 silver myr
2 iron myr
3 Myr Battlesphere
Instants
4 mana leak
4 cancel
4 spell pierce
3 Galvanic blast
3 Splinter twin
3 Rite of Replication
Planeswalkers
3 Koth of the Hammer
Land
4 scalding tarn
11 Island
8 Mountain
4 prototype portal
The deck would basically play with control using spell pierce, mana leak, and cancel, while playing some of the manamyr.
Get an OK board position, and then use you gobs of mana to play a kicked rite of replication or splinter twin with a counterspell open. Using RoR on galvanizer or myrball is basically a next turn win, save your opponent using a DoJ, and a splinter twin on a galvanizer is an instant win with 2-3 mana in the form of manamyr.
Instants all provide countering ability, with galvanic blast providing instant speed creature destruction, or player burn if need be.
Koth can provide extra mana, and can be used as an alternate win con with the mountain pingers.
Sideboarded portal is in case an opponent runs black/red with a large amount of creature hate. Use portal on any of the core pieces of the combo.
Finally, Ugin can be used as a (very expensive) tutor for any of the combo pieces except RoR and Splinter.
So basically, a control deck that wins through infinite aggro or burn damage.
Thoughts, I expect that there are better counters out there, and probably a more versatile replacement for galvanic blast, but this was a fairly quick list, and I didn't feel like looking up all of the soon to be standard legal counterspells.
It seems like with the basic deck you have there, you could just steel overseer your myrball, and win that way faster than with a titan.
Also, I would say
-1 skittering dust
+1 eye of ugin
it makes it more likely that you can tutor an emrakul or myrball, and you don't need weenies, you have myrball for that, nor do you need creatures that give mana, you have all the manamyr for that.
So, I'm saying hi.
A wee bit more about me:
I'm newish (started playing after tenth edition)
I'm mostly casual, with a small amount of T2 (my collection is too small, and I have to little money to do anything remotely competitive)
I'm a johnny
My current decks are:
WURG ally deck (surprisingly good)
bant deck of no real describable type
causal monogreen elf tribal
valakut burn
casual vampire tribal
sliver tribal
maybe another I can't think of
That's all I can think of now, and I won't bore you all any further